Thermal Nanomagic

From Flexible Survival
Revision as of 00:11, 5 November 2024 by FlexBot (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Thermal Nanomagic stats
Type Nanomagic, Auto Passive Target Large Ally AoE
Description Using your nanites to transfer heat around, you can cause an object to gain or lose heat. This can be done in an area (defaulting to 20 ft, double per hero point spent), or individual object (with the mass of a motorcycle, doubling per hero point). The rate of cooling or heating is about a degree every ten seconds over an area, every second on an object. Living objects cannot directly be harmed with this (aside from using this power as a mutant ability). Objects will start to return to their normal temperature if you leave the area.
-
The maximum difference of temperature, plus or minus, is fifty degrees further away from room temperature from where you started. If you were in a furnace, you could cool it to room temperature (a large swing), but could not heat it much more than it already is, reverse for a freezer. This is an Active nanomagic and cannot be used while another nanomagic is Active and in use unless explicitly stated.
Cooldown 0 Charge time 0
Energy 0 Accuracy 75%
Damage 0 Healing at level 0
Statuses
100% chance of ColdAdaption at magnitude 1 for 10 rounds.
100% chance of HeatAdaption at magnitude 1 for 10 rounds.
Training Upgrades
ColdAdaptionMag by 1
HeatAdaptionMag by 1
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

Thermal Nanomagic/Extra Notes Edit notes

Mutant powers Based on this power: